Chunk2 createChild(Vector3 start, Vector3 end, Algorithm2 algorithm) { Chunk2 child = (Instantiate(chunkPrefab, start, Quaternion.identity) as GameObject).GetComponent <Chunk2>(); child.transform.parent = transform; child.name = "Chunk " + start.x + "_" + start.z; child.startPoint = start; child.endPoint = end; child.createGeometry(meshRenderer.sharedMaterial, algorithm); return(child); }
public void generateTerrain() { upFace.reset(); float radius = algorithm.getBaseRadius(); // Setup the size of the chunks upFace.transform.position = new Vector3(transform.position.x - radius / 2f, 0, transform.position.z - radius / 2f); upFace.startPoint = upFace.transform.position; upFace.endPoint = upFace.transform.position + new Vector3(radius, 0, radius); // Create geometry upFace.createGeometry(material, algorithm); }